"duke swing his arm causing a invisible wave of hurting,slowing damaging the target from inside out.
like a komodo bite,the longer it takes for you to treat it,the more easy is to take the prey out."
"duke swing his arm with all his might,making a gust of wing going straight for the target's body.
mere seconds pass they start to growing internal pains,that get worse In every hour,and if not treated they will perish."
Exert your Mind and spend an Action. Select a Living target within arm’s reach. Roll Dexterity + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
Iryna flushes the target momentarily with searing heat and radiation, partially cooking them from the inside. In doing this her energy is pushed into the creature, searching for tumors, toxins and diseases, and breaking them down into atoms, which her body then absorbs along with the energy she pushed into the creature. The can also use this in open environments, cleansing it just as easily, actually even more so.
Exert your Mind (unless the condition is caused or cured by radiation) and spend 1 minute. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. Your target must make a Trauma roll when you activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
You and your group go out for a wild night of drinking and festivities and by the end everyone's fears don't seem like such a big deal anymore, they're almost funny.
For Stabilize you and the target share a quick pep talk over an alcoholic beverage
If there’s any god out there with an interesting story, it’s certainly Dionysus.
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless you are at a bar or large party. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Black Miasma surges from Neil's body, into the target corpse, causing it to animate as a zombie, smoke pouring out of its eyes and mouth.
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
When activated, the Bloomguard Sigil shimmers visibly, its petals unfolding with a soft metallic hum. Pale, translucent vines of golden energy sprout from the artifact, wrapping around the chosen target in a protective spiral. The barrier appears as a faint, ethereal dome, barely visible unless it catches the light — like a soap bubble made of starlight. To any bystander, it is immediately clear that something supernatural is at play, and that the source of the protection is the brooch itself, now brightly glowing.
Forged from ancient rites long buried beneath the ruins of forgotten temples, the Bloomguard Sigil is a relic of divine craftsmanship, a marriage of mortal ingenuity and celestial will. It channels the unyielding defense of the legendary Aegis, but tempers it with the gentleness of new life — a balance between war and wisdom. Only those who understand the sacred bond between protection and sacrifice can awaken its true potential. When called upon, it weaves a barrier not from steel or stone, but from pure intent: a living testament to the wearer's will to defend what matters most.
Spend an Action or Reaction. Select a Animate target within 20 feet. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Several animals lick their wounds and the wounds of others to promote healing. This is because their saliva contains both tissue factor, which promotes clotting, and the enzyme lysozyme, which breaks down potentially harmful bacteria in the wound. Charlotte, more in touch with her primal side than ever before, can now utilize this to force smaller wounds into better shape by licking them, and even force larger ones to clot completely so they don’t bleed out or get infected. Well, with anything else than a random form of lycanthropy, which is very transmittable via saliva.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.